This commit prevents adding empty groups to Add Modifier menu making
this menu small and nice for objects which don't support all modifiers
from some group (like Curves don't support Modify modifiers).
Also, allow applying to obdata those modifiers, even with shapekeys, but do not allow applying them *as* shapekey (as shapekeys do not have CD layers).
Fix [#29636] Vertex Weight Mix modifier "apply" button don't work.
Note: applying whit shape keys currently always uses base shape, not current one (for apply to obdata as well as apply to shapekey), but this is another topic...
- initialize the relative_path option in ED_fileselect_get_params(), saves initializing within every operators own init functions, some even trying to initialize a non existing property.
- don't set the operator default from the user preferece, operator property defaults should be static else python scripts for eg can get different defaults depending on user settings, this also wont get updated when user-defaults are edited so generally confusing & not good practice.
Multires doesn't store displacement for base mesh and reshaping when
multires subdivision level is set to zero is crappy.
Add report that reshape can't work with base level and cancel reshape operator.
Reviewed by Tom Musgrove and myself.
From the patch description:
ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why.
Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
and there are still another multires modifiers in the stack.
Helps to prevent loosing sculpt data when you occasionally added another
multires and reomved it with "X" button.
This adds the "Apply Base" feature from my gsoc2010 branch.
Apply Base partially applies the modifier, in that the mesh is
reshaped to more closely match the deformed mesh. The upper-level
displacements are recalculated so that the highest multires level
appears unchanged.
Multires does not currently deal well with too large displacements.
An easy-to-reproduce example: create any mesh type, add multires,
subdivide a few times, then use the sculpt grab brush to drag the
entire mesh over a few units. At the highest level, and at level 0,
the mesh looks fine, but all of the intervening levels will have ugly
spikes on them.
This patch doesn't help with situations where you can't modify the
base mesh, but otherwise works around the problem fairly well (albeit
with a heuristic, not an exact solution.)
it (eg cameras)
When trying to add a modifier to non-geometry objects, warnings are
now shown instead of just adding some (useless) modifiers that cannot
be removed later.
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.